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Kaelan

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About Kaelan

  • Rank
    Advanced Member
  • Birthday 10/07/1987

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  • Gender
    Male
  • Location
    Seattle, USA
  • Interests
    RPG Maker, Programming, Anime and getting bodied at Fighting Games

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  1. @shadowblack Thanks for the bug report, I'll look into those later today. Diseases should be cured when you cast Remove Disease, if that's not happening, then that's a bug too. I'll look into that as well. @RaidoFrost Thanks for playing!
  2. Kaelan

    Red Hand Of Doom |Saif Ü Reviews|

    Looks like it was just part of the same bug with Reduce Person. It was permanently altering your stats in a way it wasn't supposed to, so it would crash any time the game tried to check your character's size. Fixed and updated the download. If you want to keep playing on the same save, recast Reduce Person on any character you had cast it on before and the problem should go away.
  3. Kaelan

    Red Hand Of Doom |Saif Ü Reviews|

    Haha, good to see you're having fun with it. Looks like I at least did something right I fixed the Reduce Person and Inspire Competence bugs, but I'm not sure what's causing the other one. Can you send me the error log? There should be a text file called Errors.txt in your game folder.
  4. @Saif Ü Thanks for the review! Updated the download to v0.6. Mostly minor adjustments and bugfixes.
  5. Kaelan

    Red Hand Of Doom |Saif Ü Reviews|

    Ahh, I think I see what the problem is. I think the biggest issue I might have is the tutorial not explaining things well enough. Each caster class has a main stat that it uses, and that stat will determine both how hard your spells are to resist and how much SP you gain per level. Clerics and Wizards actually gain SP at the same rate, but Wizards cast spells with Intelligence while Clerics cast with Wisdom. If you had very low Wisdom, that would explain why your Cleric couldn't cast anything very well. If you have trouble healing, you could have a Cleric learn the Healing Domain at level 1, it grants access to healing spells 1 tier higher than they otherwise would be for your level. The gems are to be sold for money, they don't have any other function on their own. Accuracy is determined by your attack stat, which usually comes from Strength (for melee weapons) or Dexterity (ranged weapons and melee weapons with Weapon Finesse). You can increase it by having higher stats, using spells or abilities that increase those stats (like casting Bull's Strength on your Fighter, or using a Barbarian's Rage ability) or casting spells that increase attack directly, like a Cleric's Bless or a Bard's Inspire Courage. Some enemies also have abilities or properties that increase their evasion (concealment). You can either kill those with spells or find a way to reduce their evasion so you can hit them (Ghosts and Shadows lose their evasion when you hit them with Glitterdust or Faerie Fire, for example). Spell ranges are different per spell. Most support and offensive spells have 3 ~ 8 tiles of range. Healing spells are intentionally all very short range and generally harder to cast in battle than other spells because Clerics are not meant to stay back and cure like White Mages. They're meant to fight on the front lines (they can wear heavy armor and their spells can't fail because of armor) and provide support. Healing is mostly a backup strategy for when things go wrong - you should try to prevent damage as much as you can before it happens. The point about Weapon Finesse I agree with, it doesn't make sense that Rogues get it after Fighters. I'll change the requirements on that to 13 DEX instead.
  6. Kaelan

    Red Hand Of Doom |Saif Ü Reviews|

    Thanks for the review! Most of the testing was in normal mode, so it seems I missed some bugs in Easy. I'll fix them right away! For the story, you didn't miss much, the demo intentionally has very little story and no cutscenes. It's essentially the tutorial area before the story begins. In the final version, you'll discover everything mentioned in the game topic once you can reach the first town, which is right after the demo ends. For the difficulty you said you had trouble with, who do you mean by the first boss in the demo? The undead in the crypt? Or the Ogre in the cave? I'd love more thoughts on anything you found too difficult, I'm trying to make it hard but not unreasonable.
  7. Updated the game to v0.5. Some fairly large changes this time around:
  8. Demo Link: RHD Demo v0.6 (~2 hours) Changelog Game Overview Red Hand of Doom is a turn-based strategy game based on the Dungeons & Dragons pen-and-paper campaign of the same name. In it, you must try to stop the legions of the Red Hand from conquering the Human, Elf and Dwarven cites and settlements of the Elsir Vale. The legions of the Red Hand are too powerful to be fought directly, however - you'll have to find other ways to thwart their plans. Story History and Geography Controls You play the game mostly with your mouse: Left Click: Confirm Right Click: Cancel However, there are several useful keyboard shortcuts: F3: Quicksave F5: Fullscreen F6: Toggle screen scaling F7: Quickload F12: Restart Game C: Character Sheet (Status Menu) I: Inventory / Equipment Screen R: Rest F: File Menu (Save / Load) O: Options Menu ESC: Quit Game Number Keys (0 ~ 9): Configurable Hotkeys Space: End Turn (during combat) This is a point-and-click game, so gamepads are not supported. Gameplay Features Turn-Based Tactical Combat The game uses a set of rules derived from Dungeons & Dragons 3.5e. If you're not familiar with those, in practice this means that it plays as a tactics game, similar to Fire Emblem or Final Fantasy Tactics. It mostly follows the D&D standard rules, though I've modified a few things here and there to make the game easier to understand and more fun to play as a PC game. Character Customization You can create your own party of up to 4 characters using the game's character creator and strengthen them in whatever way you desire as you progress through the game. No characters have set abilities or classes - it is up to you to decide how your party behaves. The game provides a flexible and powerful customization system which allows for a myriad of character builds - from a traditional spell-casting Wizard to a horn-blowing, battle-singing orcish Barbarian/Bard, who defeats enemies through the power of his voice. If you're having trouble getting past an encounter, consider using different character builds or party setups. Passage of Time Time plays a major role in the game. As you play, the time of day changes, and all external areas will visually reflect this. Whenever your characters rest, several hours pass. When travelling to other locations on the world map, time will pass relative to the distance traveled. Time passes even when in combat - the longer you fight, the more time goes by. As the days and weeks pass, various events will happen in-game. Several events can only occur during fixed time frames, as the armies of the Red Hand march along the Elsir Vale.Your primary task is to stop them before it is too late; there are a number of secondary tasks which will divert you from this path. If you arrive at certain locations early enough, you may be able to save characters that would otherwise die. Whatever the case, the story will continue. Should you move on ahead of the horde and warn unsuspecting cities of their approach, or stay behind to save the wounded and get stragglers to safety? Spend your time wisely - losing in battle is not the only way to get a Game Over! Widescreen Resolution By default, the game runs at 1366x768 resolution. The Game.ini file can be edited to change the game's resolution from 1024x768 (better performance, smaller screen) to 1440x900 (more screen space, a bit more demanding on your PC). The game's UI repositions and adjusts to your resolution. All screenshots and videos below were taken at the default resolution. House Rules At the start of the game, several options regarding game difficulty can be changed. Instead of having fixed "Easy / Normal / Hard" difficulty modes, you can toggle individual options on an off, creating your own difficulty modes. Screenshots Videos Credits
  9. Actually, it could work pretty well. Grand Knights History did something like that:
  10. Kaelan

    Gambit Save Game Screenshot

    You could just check if a screenshot file exists before trying to load it to make this compatible with old saves. Also, you're not deleting the screenshot when a save file gets deleted.
  11. Short combat demo, since screenshots aren't really very good at showing what's actually going on. There's still a few display bugs I need to fix, but all that (hopefully) shouldn't get in the way of seeing what's going on overall. Still a WIP, warranty void if seal broken, standard disclaimers apply, etc: Don't mind Ralph, he's there to trigger the combat sequence; It's supposed to start when enemies see you, but I haven't implemented the enemy line of sight stuff yet :<
  12. - Text properly aligned in text boxes. Seriously, so many games get this wrong, it's kind of mind-boggling. If there's padding on the side, there should be padding on the top! - This goes into visual consistency and it's something I see a lot: really pretty games with ugly menus. Don't do that! It's a real big sticking point for me if I see gorgeous mapping or character busts, then awful menus. Makes me think what other parts of the game were left by the wayside.
  13. Kaelan

    Using Notetags

    Oh, right, I almost forgot. If you want to practice formatting regular expressions or forget what all the symbols mean, you can use this website: http://www.rubular.com/. It lets you quickly test whether a regex matches a string and has a quick reference of all the accepted characters in one page. I use it a lot when messing with regex stuff, it's faster than trying to test it in RPG maker and having to run your game every time just to check if your regex is correct. You can also use http://codepad.org/ to run small bits of Ruby code and check quickly whether it's doing the right thing or not.
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